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Arcane Background (Hexslinger)
Requirements: Wild Card, Novice, Shooting d8+
Arcane Skill: Hexslinging (Smarts)
Power Points: 10
Starting Powers: 3
Backlash: When a hexslinger rolls a 1 on his Hexslinging die (regardless of his Wild Die), he is automatically Shaken.
Available Powers: Aim, armor, barrier, beast friend, blast, blind, boost/lower Trait, burst, confusion, deflection, detect/conceal arcana, dispel, elemental manipulation, entangle, environmental protection, fear, havoc, hunch, invisibility, light, mind rider, numb, obscure, pummel, puppet, quickness, shootist, slow, slumber, smite, speak language, speed, stun, telekinesis, teleport, trinkets, wilderness walk, windstorm.
Special Rules:
• Deadeye: Whenever the hexslinger rolls a raise to activate a power, the cost is reduced by one Power Point. Additional raises have no effect; the cost can only be reduced by 1.
• Fancy Irons: Hexslingers gussy up their chosen weapon with silver inlays, intricate designs, pearl handles, and other such accoutrements—and they crackle with weird energies when used to activate powers. This is bound to garner unwanted attention. For onlookers, a Notice roll at –2 reveals something “odd” about the
gun, though a Persuasion roll may explain it away as New Science or some other mundane effect. With a raise on the Notice roll, an observer becomes convinced that the hexslinger’s guns run on black magic.
• Hexslinging: A hexslinger can cast certain powers as a free action if they directly affect the chosen item and its normal use. Those powers are aim, boost Shooting, and smite.
• Magic: Hexslingers may use Edges that require Arcane Background (Magic), except Wizard (see Savage Worlds).
• Mystical Bond: Every hexslinger has a single mystical item to which she’s tied, and depends on it to help channel the manitous’ mojo in an orderly fashion. The character must have the mystically engraved item—typically a pistol—in hand to activate powers. If the item is ever lost, it takes 2d6 days to engrave and bond to a new item. In a pinch, a hexslinger can enact powers with a substitute item, but this is extremely risky; see below.
History
Hexslinging’s enigmatic origins lie in the runecasting traditions of Northern Europe, whose practitioners used intricate, carved symbols to channel magical energy from the Hunting Grounds into rituals and spells more than 2,000 years ago. The most ferocious warriors of one tribe—its name lost in the icy mists of time—enchanted their weapons permanently by carving runes of power into the hilts and blades. They wielded these weapons according to the shaman Vigmund’s
instructions, in a complex dance that mimicked a sorcerer’s hand movements. Thus was a rune’s war-magic unleashed upon unsuspecting foes.
After the Old Ones sealed the Hunting Grounds—and cut off magic’s flow into the world—runecasting tribes lost influence and favor. Their enemies, formerly cowed by the runecasters’ arcane might, now hunted and exterminated their rivals with impunity. Long, bloody years passed.
By the time the Reckoning began, the last runecaster was hiding out in a flyspeck New Mexico burg called Hangman’s Flats. He was a Swedish gent in his late 60s, tall and broad shouldered, with a head of wispy blond hair that long ago went white. He made a decent living as the town blacksmith, and everyone in town called him “Swede”—although his real name, shared with a certain ancestor, was Vigmund.
One day in 1878, John Henry “Doc” Holliday rode in to get his mount re-shod. Doc was well along the lonely, winding trail to his destination of Tombstone, Arizona Territory, and keen to begin the journey’s final leg. But sitting by as the Swede worked, Holliday—who for several years had delved into rumors of hucksterism and black magic’s various applications—happened to notice a battered copy of Hoyle’s Book of Games on the smithy’s shelf. “Interesting volume, that Hoyle’s,” said
Holliday, staring blandly at his fingernails. “More to it than meets the eye. Or so I heard.” The Swede paused in his work for a long beat. “Hokum,” he grunted. “Worse—evil hokum. Rot a man’s mind, sure, he ain’t careful.” He started in to hammering again, the clangs drowning out Holliday’s pointed, then heated, questions. Doc lingered for several days after his horse was shod, splitting his time between gambling at the town’s only saloon and making a royal painin the ass of himself pestering the old Swede to explain his comments. Through it all the blacksmith refused to spill the beans.
Thoroughly frustrated and disgusted, at last Doc readied his mount for the ride to Tombstone. First he trotted over to the Swede’s shack to tell him off one last time, only to find the situation considerably altered before he could raise his fist to knock. In the sun’s rising rays, the silhouettes of gunmen lurked on the rise overlooking Hangman’s Flats. Before Doc could hail them, a bullet whizzed past and smacked into the doorjamb. Lead zipped on earth and spanged from an iron skillet, as Doc did a jig and kicked in the Swede’s front door. The erstwhile dentist landed in a heap; Vigmund slammed the door behind him.
The old Swede’s enemies had found him at last. Trapped together, Vigmund and Doc Holliday were pinned down by more than 20 professional killers—but willing to make a last stand, if need be. Pretty soon the assassins sent in a half-dozen men to raid the place and put an end to the standoff. “Let them come,” whispered the Swede.
As they burst in guns blazing, Vigmund pulled a six-shooter and from its muzzle loosed a gout of hellfire 20 yards long. Three of the gunmen, shrieking and wreathed in flames, staggered off the porch to die. Awed, Doc beat out the flames rising along the doorway’s sides. The Swede leaned out the window, firing another round that passed clear through a pair of fleeing assassins—killing both as sure as it knocked them flat. The sixth killer high-tailed it up and over the rise. All through the display, the Swede’s gun crackled with eldritch energies. Doc started crowing about he just knew something was up...as old Vigmund fell back
against the wall, slid to the floor, and left a dark blood smear on the wooden boards. The killers had been deadly accurate too.“There’s only one way we’re gettin’ out o’ this alive,” Doc hissed. “And that’s for you to show me the trick of that...hexslingin’ I just saw you do, old timer.”
So it was that Doc Holliday got a crash course in runecasting—customized for modern firearms—and he and the old Swede shot theirway out of Hangman’s Flats, New Mexico. But Vigmund’s wounds had put him within Death’s reach, and that most morbid Reckoner had no intention of letting go. In his dying days in New Mexico’s remote hills, the Swede taught Holliday everything he knew—the runes of power, how to choose a weapon suitable for slingin’ hexes, and other tricks, like how to get along without the tools o’ the trade. It was almost like the old Swede had kept on living only to pass on his secrets...and when he’d revealed the last, he smiled and let go of the ghost. For his part, Doc Holliday continued on to Tombstone and took up residence. Hucksters tend to think him a part of their “club,” due to his gambling proclivities, and Holliday does nothing to disabuse them of the notion. Secretly, Doc has taught several young hexslingers the trade, but by 1881 it yet remains largely a Southwestern phenomenon.
During 1879 and 1880, Doc Holliday wrote several dime novels about his exploits—and dictated dozens more to various authors and muckrakers—ostensibly to lampoon the Cowboy Gang and their Bayou Vermilion masters. In truth, these dime novels are encoded with the various runes of power and instructions for their use—if one knows precisely how to read between the lines.
Playing a Hexslinger
Although it’s understandable some people would use the terms “huckster” and “hexslinger” interchangeably, in truth these arcane styles are diametric opposites. For as much as the huckster depends on bluff, bravado, and sheer luck...the hexslinger instead relies on pragmatism and sheer preparedness to carry the day. (Hexslingers can’t Deal With the Devil, for instance.) As a practitioner of “triggernometry,” if you will, the hexslinger must designate one shootin’ iron (or other weapon) as her chosen weapon by inscribing it with a rune for every power she knows. These runes help the shooter to focus her spells and avoid manitou-spawned mishaps. The hero could conceivably use a rifle, shotgun, or other magazine-fed weapon. Typically, the hexslinger has to have her mystical pistol or other item in hand to enact powers (although a caster who knows the shootist power could prepare bullets to skirt this restriction). But let’s face it, hombre—sooner or later a gunman’s going to lose his chosen item, temporarily or permanently. She can use a substitute, but this gives the manitous a greater chance to cause havoc. If she is forced to use a substitute weapon, she suffers a –2 Hexslinging penalty per Rank of the power, and a roll of 1 or less indicates Backfire (see the Deadlands Marshal’s Handbook). The devil always gets his due, amigo. You might consider hexslingers as gunmen who beef up their trade with a splash of arcane flair. In line with that thinking, they tend toward firearm-friendly Edges, such as Duelist, Hip Shootin’, Quick Draw, Marksman, Steady Hands, and the like. And a wise hexslinger might carry a weapon in each holster: one smokewagon for typical shooting, and another for firing hexed bullets.
Finally, remember that even though hexslinging stems from the very old, established and reliable magic tradition of runecasting...the effects are still provided by manitous and the dark magic of the Reckoning. Townsfolk who clue in to a hexslinger’s unnatural tendencies usually do their best to lynch the poor devil.
Just a note, mad Science devices can' be used for a Hexslinger's chosen weapon or as ammunition for the Shootist's power.
NEW POWERS
Numb
Rank: Novice
Power Points: 1
Range: Touch
Duration: 10 minutes
Numb alleviates pain caused by injury. With a success on the Hexslinging roll, the power removes one point of wound penalties. With a raise, numb removes two points of penalties. The effect lasts for the duration, so it may shield a character from wound penalties acquired after the initial casting as well as those already suffered.
Numb also nullifies any temporary Injury Table results for its duration. A character made Lame by a hit to the leg, for example, can move normally while numbed. It has no effect on permanent Injuries.
Shootist
Rank: Special
Power Points: Special
Range: By weapon
Duration: Special
When a hexslinger takes the shootist power, he learns 13 secret runes. With this knowledge, he can prepare bullets that deliver effects few powers can duplicate. Moreover, these rounds can be fired by anyone, not just the creator! The downside to using these effects is they must be prepared ahead of time. The caster can divide a maximum of half her normal Power Points among as many bullets as she wishes—see the costs below. But these Power Points are “tied up” in the bullets until they’re fired. A single bullet can hold only one rune.
Accurately carving the proper rune into a bullet typically requires 1 minute. A rushed hexslinger can carve one as an action for double the Power Point cost—the bullet still has to be loaded into a weapon. When the bullet’s carved, the gunman must make a Hexslinging roll (at –2 if the hexslinger is carving on the fly). Failure
means the bullet is ruined, and will misfire if used, and the Power Points expended. Success means the bullet works as described when fired, in addition to inflicting the weapon’s usual damage. Attack powers require a Shooting roll to hit, as usual. Because only a Shooting roll is needed to activate these bullets, the hero can hand them off to others for use without penalty (except for those “tied up” Power Points).
The shootist power can be used to engrave any of the 13 effects listed below, as long as the hero meets the Rank requirement.
Ammo Whammy (Veteran, 3 Power Points): The bullet bearing this rune is considered a Heavy Weapon.
Argent Agony (Veteran, 3 Power Points): The bullet etched with this rune affects a being as though it were composed of its Weakness. The hexslinger must know the specific Weakness he wants to mimic when she etches the rune. If a creature can only be harmed by magic, the bullet also counts as magical. But this power doesn’t work against Servitors’ Weaknesses—no rune can match the Reckoners’ power.
Bullet With Your Name on It (Seasoned, 2 Power Points): This rune allows the shootist to ignore 2 points of Cover. The bullet ricochets or simply travels “around” the obstacle.
Ghost Bullet (Novice, 1 Power Point): The bullet with this rune carved into it inflicts nonlethal damage.
Guidin’ Light (Seasoned, 2 Power Points): Firing this “flare” bullet into the night sky removes Illumination penalties in the immediate area for 1 minute. If fired indoors, roll a d6: On a 4–6, the bullet ignites any flammable materials it strikes.
Kentucky Windage (Heroic, 4 Power Points): This rune doubles the Range of a bullet and allows the shooter to ignore 2 points of penalties from any source.
Knife Through Butter (Novice, 1 Power Point): This rune grants a bullet +4 AP.
Loaded for Bear (Novice, 1 Power Point): This rune adds +1 die type to the weapon’s damage.
Longbarrel Special (Seasoned, 2 Power Points): The bullet carved with this rune ignores 2 points of Range penalties.
Sacramento Surprise (Seasoned, 2 Power Points): This rune adds +1 die of energy damage—acid, cold, electricity, fire, or sound—to a bullet. The hexslinger determines the effect when the rune is carved.
Segmented Shell (Veteran, 3 Power Points): This rune causes the bullet to explode when it strikes a target, inflicting its damage in a Medium Burst Template.
Shrapnel Storm (Heroic, 4 Power Points): This rune causes the bullet to spray shrapnel in all directions when it strikes a target, inflicting its damage in a Large Burst Template. It is a Heavy Weapon.
Spherical Shell (Seasoned, 2 Power Points): This rune causes the bullet to fragment when it strikes a target, inflicting its damage in a Small Burst Template.
NEW EDGE
This Edge is available only to hexslingers.
Born to Kill
Requirements: Novice, Arcane Background (Hexslinger), Hexslinging d6+
When a hexslinger takes the Born to Kill Edge, it allows her to maintain the aim, boost Shooting, and smite powers on her chosen item with no penalty to other Spellcasting rolls, although she still must pay Power Point costs.
Hexslinger Trappings
Following are some suggested pistol-based Trappings for a selection of hexslingers’ available powers. Others are possible with the Marshal’s consent, but note that they must derive in some way from the hexslinger’s chosen item.
Aim: The shootist performs a complex pistol spin to activate the hex. Known as bullseye.
Blast: The hexslinger fires an exploding bullet. Called hand cannon.
Blind: After performing some complex pistol work, the shootist’s weapon reflects available light in a blinding prism. Called blinded by the glare.
Boost/Lower Trait: No visible effect, beyond the shootist’s awe-inspiring pistol spins. Called gun wise.
Burst: The hexslinger’s muzzle flash looses a cone of flame. Called hellfire.
Confusion: The shootist performs rapid and dazzling pistol spins, leaving observers dumbfounded. Called Albuquerque circus.
Deflection: The shootist spins her pistol to activate the hex, which causes attacks to simply miss. Called skin o’ the teeth.
Dispel: The shootist performs an intricate, multipart pistol spin, but the power has no other visible effect. Called hex repellent.
Fear: The shootist’s pistol spins seem so reckless as to result in wild shots any second. Called hit the deck!.
Havoc: The hexslinger fires a bullet that unleashes a shockwave when it strikes the target. Called eatin’ gravel.
Numb: The shootist performs a few elaborate pistol spins to loosen up stiff and sore joints. Called hale n’ hearty.
Obscure: Before the advent of smokeless powder, gunfights soon rendered their participants nearly blind. With this power, the hexslinger can create a blinding cloud with a single shot. Called gunsmoke.
Pummel: The hexslinger fires a cone-shaped surge of magical force from his gun. Called back off!.
Quickness: The shootist cuts loose with a few pistol spins, and seems to move as fast as those twirling six-shooters. Called fast as lightning.
Shootist: Trappings vary by effect; see shootist on page 26.
Slow: The hexslinger fires a shot in the air, distracting targets. Called molasses in January.
Slumber: The hexslinger seems to gun down one or more targets with a single shot—in reality, they’ve fallen asleep. Called sandman’s gunpowder.
Smite: This power can only affect a hexslinger’s gun. It’s activated by cocking the hammer. Called bushwhacker.
Speed: The shootist’s pistol spins blur faster and faster, until the hexslinger’s legs seem to match. Called jackrabbit.
Stun: The hexslinger fires a shockingly loud, resounding shot from her weapon. Called rollin’ thunder.
Trinkets: A shootist can only summon ammunition with this power, but the rounds appear loaded in the character’s weapon rather than in her hand. Called load ‘em up.
LL 1 Power Point: 1 pistol round.
LL 2 Power Points: 1 rifle/shotgun round or 3 pistol rounds.
LL 3 Power Points: 3 rifle/shotgun rounds or 6 pistol rounds.
LL 4 Power Points: 15 rifle/shotgun rounds or 30 pistol rounds.